#General mod help

1 messages · Page 2 of 1

main merlin
#

waiting for this i think

#

but until then, i could probably add liquid weight to fix it for you now

errant sundial
#

I think that’s waiting for the component system bcuz that would be a huge amount of stuff to hardcode into all items otherwise

main merlin
#

ya, that would be another one

#

i'll just add something like "liquidWeight" for now on items

flint quarry
#

How about handing messages for pouring out blood? As it is now when I pour it out it says ”you pour out water", ”you use water to help the plant grow”. Would I have to create a separate action if I wanted to change this?

errant sundial
#

Skippy’s modding for Beacon’s Call atm I believe

flint quarry
#

Instead of just using the default pour action

flint quarry
main merlin
#

i can unhardcode that too

flint quarry
main merlin
#

but ya, as chiri said, these changes would only be added to the dev version right now, so you'll have to wait

#

you can actually use milk to water plants

#

there's a case for that hah

#

if you want to do it now though, you'll need to create a new action unfortunately

flint quarry
#

Okay that's what I thought

#

No problem

#

I was hoping for some magic dictionary change or something haha

#

Thanks guys!

flint quarry
#

What do I have to put in the mod.json so that milestones arent locked?

errant sundial
flint quarry
#

It worked the lock went away and it says it's multiplayer compatible, but now my friend still can't join

#

I made sure our game versions matched neither of us have any other mods enabled and the world is new

#

Idk what else it could be

#

Is there something special I have to do in the actual mods code or something?

#

For some more context, this is my mod.json

main merlin
#

why can't they join?

flint quarry
#

I'm not sure it keeps telling them to check their Internet but their Internet is working fine (we're on the same network)

#

Their browser and everything connects fine and they're online on steam

#

It's just a local server too, not Port forwarded; that shouldn't be required, right?

main merlin
#

i would need to know the exact message

#

no port forwarding is required if you are not using a dedicated server

flint quarry
#

Oh ok, yeah it's not dedicated.

#

Weird it seems to be working now... Must've been on our end. Sorry about that.

flint quarry
#

I had an idea today for a new Journal item. Are there any good mods I could take a look at that feature that kind of thing or similar?

#

My idea is that it would work identically to the journals in game now but they would instead act as special journal entries from the vampire creatures, spawned randomly around islands

errant sundial
#

Are you referring to the books?

#

The items with the Read action?

flint quarry
#

Mhm

errant sundial
#

Currently all of the book items pull from the same list of books

#

And the list of books is not moddable

flint quarry
#

oh

errant sundial
#

I can add support for it but it won't be till later

#

Technically you could still mod it in anyway but it would be difficult

#

You would have to do everything that the @Register decorators do manually, which is quite a bit

flint quarry
#

That'd be awesome. I definitely would still want this in the future

flint quarry
errant sundial
#

defs not

flint quarry
#

Yeah.

#

lol

flint quarry
#

How can I use spawngroup to spawn creatures only at a certain time using this:

#

spawnGroup?: OptionalDescriptions<BiomeType, SpawnGroup[]>;

#

Right now I'm handling spawning using reputation like this:

#

Is the spawn group supposed to be replacing the stuff within the brackets above or is it a seperate thing?

tame idol
#

different attribute, not sure how to use it for modding but here is example from Zombie attributes in code for stable

        spawnGroup: {
            [a.BiomeType.Coastal]: [o.SpawnGroup.Night, o.SpawnGroup.Cave],
            [a.BiomeType.Volcanic]: [o.SpawnGroup.Night],
            [a.BiomeType.Wetlands]: [o.SpawnGroup.Night, o.SpawnGroup.EasyNight, o.SpawnGroup.Cave]
        },
        spawn: {
            [a.BiomeType.Coastal]: {
                spawnsOnReputation: -16e3
            },
            [a.BiomeType.Volcanic]: {
                spawnsOnReputation: -8e3
            },
            [a.BiomeType.Wetlands]: {
                spawnsOnReputation: -8e3
            }
        },
flint quarry
#

Weird

#

Yeah this looks a bit different than the modding side